| 000 | 01388nam a2200337Ia 4500 | ||
|---|---|---|---|
| 001 | ebr10132843 | ||
| 003 | CaPaEBR | ||
| 006 | m u | ||
| 007 | cr cn||||||||| | ||
| 008 | 021118t20052003quca sb 001 0 eng d | ||
| 016 | _z20029057949 | ||
| 020 | _z0773525912 (pbk.) | ||
| 020 | _z0773525432 (bound) | ||
| 040 |
_aCaPaEBR _cCaPaEBR |
||
| 035 | _a(OCoLC)560157355 | ||
| 050 | 1 | 4 |
_aHD9993.E452 _bK65 2005eb |
| 082 | 0 | 4 |
_a338.4/77948 _222 |
| 100 | 1 | _aKline, Stephen. | |
| 245 | 1 | 0 |
_aDigital play _h[electronic resource] : _bthe interaction of technology, culture, and marketing / _cStephen Kline, Nick Dyer-Witheford and Greig de Peuter. |
| 260 |
_aMontr�eal : _bMcGill-Queen's University Press, _c2005, c2003. |
||
| 300 |
_ax, 368 p. : _bill. |
||
| 504 | _aIncludes bibliographical references (p. [331]-355) and index. | ||
| 533 |
_aElectronic reproduction. _bPalo Alto, Calif. : _cebrary, _d2009. _nAvailable via World Wide Web. _nAccess may be limited to ebrary affiliated libraries. |
||
| 650 | 0 | _aElectronic games industry. | |
| 650 | 0 |
_aElectronic games _xSocial aspects. |
|
| 655 | 7 |
_aElectronic books. _2local |
|
| 700 | 1 |
_aDyer-Witheford, Nick, _d1951- |
|
| 700 | 1 |
_aDe Peuter, Greig, _d1974- |
|
| 710 | 2 | _aebrary, Inc. | |
| 856 | 4 | 0 |
_uhttp://site.ebrary.com/lib/rucke/Doc?id=10132843 _zAn electronic book accessible through the World Wide Web; click to view |
| 999 |
_c182457 _d182457 |
||